We've added a Displacement Map to deviate the shape of the ground plane outside our window.…What we want to do here is just optimize performance. We want achieve the result of …we have a highly detailed surface, but we only want that to be just…detailed enough and no more.…We control the quality of the Displacement through the NURBS Tessellation Attributes.…Basically there are two things involved in here. First of all, there's the amount of …Tessellation for the NURBS surface.…

Tessellation of course is tiling or splitting the object up into polygons.…I have a very high tessellation here for the object itself.…Additionally, we've got tessellation for the displacement. This is another…level of Tessellation that happens after the Displacement Map has been applied.…You'll see Initial Sample Rate and Extra Sample Rate.…Initial Sample Rate is how many times a polygon is subdivided as it's being displaced.…

Then the Extra Sample Rate is an additional level of subdivision…that's applied in order to enhance sharp edges and features.…

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Author

Released

3/1/2013

Dive deep into the Hypershade window and shader creation with Maya and the mental ray rendering engine. In this course, author Aaron F. Ross shows how to create materials and shaders for 3D objects, characters, and landscapes, with reflectivity, transparency, and amazing texture. Become more comfortable building shader networks and open up a lot of new possibilities for creative surfaces in Maya.